Thanks for the link shurcool!
zilch_
Real Game Programmers
That code over at FlipCode is rediculously over complicated for what it''s doing.
When I can, I''ll post the 2 lines of code it takes to do it.
Ben
IcarusIndie.com [ The Rabbit Hole | The Labyrinth | DevZone | Gang Wars | The Wall | Hosting | Dot Com | GameShot ]
When I can, I''ll post the 2 lines of code it takes to do it.
Ben
IcarusIndie.com [ The Rabbit Hole | The Labyrinth | DevZone | Gang Wars | The Wall | Hosting | Dot Com | GameShot ]
Why not just mathematically make it as accurate as possible, and throw in a self correcting update out amongst the processes that basically modifies the overall values to the known reliable ones. Of course lag is always going to be an issue, but doing this all of the calculations will already be very close to 100% accurate, and the occasional (timed with respect to the engine''s architecture) "master update" will keep every one in sync.
Half-life does exactly what that guy was saying about tombstone, except - as I have already said - instead of doing nothing if the time interval has not been reached, it goes ahead a draws the frame. It keeps it nice and smooth if your framerate is high, but accurate if it is slow.
I would just like to say that mathematically speaking 0.999999999999... DOES equal 1.
-- Wait, wait, wait....who''s Nambla Fett?
-- Wait, wait, wait....who''s Nambla Fett?
Technically, no it does not. We just say it does, because it''s infinitly close to 1. There is an infinitly small difference.
well actually it does...
x = 1
y = x/3 = 0.333333...
3y = 0.9999999...
how can this be true? no it''s not a rounding error etc, 0.9999.. is equal to 1.
that maths & logic course did teach me something after all.
x = 1
y = x/3 = 0.333333...
3y = 0.9999999...
how can this be true? no it''s not a rounding error etc, 0.9999.. is equal to 1.
that maths & logic course did teach me something after all.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement